

- #OCTANE RENDER DAZ STUDIO PLUGIN DOWNLOAD HOW TO#
- #OCTANE RENDER DAZ STUDIO PLUGIN DOWNLOAD WINDOWS#
This is in addition to the multi-pass rendering option, which Octane also supports. This option generates a special pass, like wireframe or a depth pass. PMC, 500 samples – 03:28 (denoiser didn’t work) PMC, 2000 samples – 14:50 (denoiser worked) Info Channel Besides, I don’t see a visual benefit for the increased render time. I’m no expert, but if I can’t get something to work after 3 hours of testing, PMC is probably not something I’d like to work with. It took a third restart to render the 500 sample image, but the denoiser never kicked in. However, a 500 sample test took way longer to render than the 2000 sample test below, and by the time it was finished, the image was not denoised, nor could I press the “save” button. I guess this tells me that should we ever NOT see a render building itself up, we should quit and restart immediately. I restarted DAZ Studio, and at that point, I did see the preview render using PMC. It’s not what I had expected, but with any test, there’s information in here. Turns out this was a mistake: it took my system about 47 minutes to render the scene, and all I had to show for it was a 23k black picture (see inset on the right – I thought I’d post it here for a laugh).
#OCTANE RENDER DAZ STUDIO PLUGIN DOWNLOAD WINDOWS#
According to the Windows Task Manager, my GPU was using about 1% during this render, while my CPU was using about 20-30%. This seemed a bit unusual, but perhaps there was a tick box I could have ticked and had forgotten. At first I thought it does not give me a real-time preview while it’s working. The third option takes the longest to render, and I’ve not had much look with it at all. Path Tracing, 500 samples – 02:20 Path Tracing, 1000 samples – 04:37 PMC While I don’t see any immediate definition changes, I find that Path Tracing renders slightly lighter than Direct Light, and more samples appear to make the image slightly brighter (most likely related to Global Illumination). To get a direct comparison to the Direct Light option, I’ve rendered the default and a pass with 500 samples. The second option came up with 1000 samples by default, and takes a bit longer to render per pass. I find that Diffuse gives a slightly more natural and brighter result, comparable to what we get with Path Tracing. We’re talking a 20 second variation here between the options. The impact on render time is negligible, but as you can imagine Diffuse takes the longest, while off is the most efficient. The diffuse option adds Global Illumination = off Global Illumination = Diffuse Here are the other two variations for completion. Ambient Occlusion (default, as used above).Note that we have three options for Global Illumination: Direct Lighting, 500 samples – 01:53 Direct Light, 2000 samples – 07:15 Just to make sure, I took another pass with 4x the samples, but it still had grain. Without the denoiser grain is a bit much, with with it enabled it looks fine. It came up with 500 samples as a default, which is why I’ve rendered it as such. The default option, or rather the first one in the list is Direct Light. These were saved as 16 bit PNG files (click to enlarge). Until that point, minor grain is visible. The renders below were done at 2000×1500 with the built-in denoiser, which kicks in at the end of the image. Let’s see if we can visually detect any differences. Rather than read the manual, which I’m sure would explain what the difference between each option, I did a few test renders of the scene we built.

#OCTANE RENDER DAZ STUDIO PLUGIN DOWNLOAD HOW TO#
However, there appear to be four different types of options on how to achieve that. It’s easy to get brain overload with so many sliders! After some fiddling though, I discovered how to render the final image.

In a recent stream I got accustomed with some of the options of the Octane Plugin for DAZ Studio.
